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A lot of people think it's ridiculous to play Gnar Support. I am here to prove that wrong. Gnar is a heavy harass, surprise attack and stun roamer with incredible escape and amazing lane control. He's similar to Teemo Support, but can control the lane with greater ease. This is my first guide and I would appreciate feedback, but please don't downvote after you just read the title, thanks.

With the new update, Gnar support is even better than before! I've made some item changes.

Pros / Cons

Pros

+ Ridiculous Harass+ No Mana+ Incredible Lockdown+ High Escape+ Splitpush and Wave Clear in late game

Not your typical Gnar, you play like a Kennen with flash on LSD. So much fun you just gotta try it.

Cons

+ Early Game is Tricky+ Even harder than Regular Flavor Gnar+ Kiteable if you mess up your Wombo Combo+ Support sucks to play sometimes. (ADC trolls, etc.)

YOU ARE NOT A TANK! NOT EVEN WHEN MEGA! If you try to be a tank with this build, you'll die. There is an alternate tank build, but it's not recommended as the other one provides so much lane pressure you shouldn't take much damage.

Spells

Teleport provide roaming power, lane sustain, and global presence. This Gnar is also excellent at splitpushing

A beautiful KS skill, recommended as an option when the opposing support has heals.

I wouldn't recommend Flash because your E is a double flash, if played right. If you get in a situation that needs flash, with Gnar, you're basically dead anyway. I don't recommend Exhaust due to your Q.

Items

Some of my item choices explained:

Spellthief's Edge

True, the mana regen doesn't help, but you need to keep up in gold and get to your build, and your Q is an incredible moneymaker with this item. Upgrade to frost fang first, then sell once you need a sixth slot.

Relic Shield

This will give you gold if you kill minions in mega form, so... it's an option if you can pull it off, but it's HARD. If a game goes long, you can combo Face of the Mountain with Runaan's Hurrican for some serious power.

Wit's End

The bonus AS and passives make this item a must for AP spell penetration Gnar. This will boost your power in ridiculous amounts. This is your first big item.

Liandry's Torment

This makes your boomerang into a tank-melting murder machine, and gives further domination of lane without much need to get close. You can buy Ruby Crystal first if you want to pretend you're going tanky.

Sorcerer's Shoes

Spell pen on this item allows your W more power, and the speed is Gnar's best friend. Rush this item.

Sightstone

Wards and Health. Gnar Support for DAYS.

Eye of the Watchers

Wards and Poke, all in one great item. Rush this. Yeah, I know, the mana regen, but it's still better than just a sightstone

Twin Shadows

Solid AP, and late game warding power to track down tricky foes. One of the later items to buy.

Sunfire Cape

Not usually recommended because it takes away control of your passive, but it does allow you to spend a lot of time in Mega form, if you want to tank.

Runaan's Hurricane

When you can TRIPLE the power of your W late game, as well as go Mega in seconds? Seriously, this is awesome. Build unless you want to stay Mini almost all the time, which you might not want late game.

Banshee's Veil

AP Gnar is weak to bursters like Yi or Brand. This can help if you miss a dodge./columns]

This section is to be updated later with explanations of the alternate Tank build.

AP Gnar Support Explained

This build is given 5 out of 5 Leblancs for the sheer amount of fun/saltiness of opponents that happens when you play it.

When you go support Gnar, you go to the Twilight Zone. Either you will break a keyboard, or your opponent's will uninstall the game. You have to realize that Gnar has 1:1 AP ratio on his hyper/wallop. This is important! I was fire inspired to make this build after reading AP Gnar Basics by Aqua Dragon. It's worthy to note that the build is NOT a high AP build. You never make Rabadon's, which should be the first clue.

Rather, what you are building is a spell penetration/kite Gnar, who's power rests in a ridiculous amount of attack speed and the ability to ignore tanks and dodge assasins.

What does this mean? It means you can safely Ctrl-1 support:

"Tibbers!"

And it won't instantly result in your death by giant teddy bears.

You'll quickly realize that your third hit will almost deal true damage, tearing through a third of an opponents health in one swipe. This will give you dominance of the lane and your ADC will farm to their heart's content. You can safely push to tower and not constantly worry about ganks.

Skill Sequence and Ability Explanation

You'll notice an odd setup for you veteran Gnars: W is maxed second. Most Gnar users want to max E second or even first because of the bonus attack speed and escape/chase power. Read the section above if you haven't yet, and then go on:

Rage Gene

You build up rage, and go mega. Basically, your passive is your ultimate. Your Wombo Combo is what allows you to lock down kills for your ADC. Basically, you go E, R, W, Q. I'll explain in more detail below.

Boomerang

INCREDIBLE. A slight penetration combined with tricky maneauvers make this one of the funnest skillshots in the game. This is why you buy Spellthief's Edge

Hyper

Allows you to scale AP and deal nearly true damage every third hit when using this build.

Hop

Mobility, mobility, and more mobility. Also attack speed. Combined with the boomerange creates a lane-dominating mini monster.

Boulder Toss

You throw a rock. Not as useless as it sounds. More in Wombo Combo chapter. Also slows, which means you can throw it behind you while escaping.

Wallop

Injures and stuns. Lock down your enemies for ADC to get easy kills. More in Wombo Combo section.

Crunch

See Wombo Combo section to learn how this starts the process of killing your enemies. Also great to escape because it will slow enemies.

Gnar!

Throws your enemies, try to make them hit walls. More on this later.

How to Lane.

Boomerang, Boomerang, Boomerang. Spellthief's Edge allows you to keep up in the gold race while dominating your lane. You can dodge in and out of the bushes, which you own as Gnar, and constantly plink anyone you can. Try not to kill creeps with this, because it will deactivate Spellthief's Edge for a time and your boomerand will return not long after it hits the first enemy.

Tagging Minions

Part of your power is unlike Lane Gnar, you don't have to go Mega. But you can. But you don't have to. Yeah. Basically, keep your rage level at around 65, which will allow you to go rage at any time you want by whacking some minions. Rage will build when you are hit too, so to avoid minions setting you off, jump in and out of bushes. If you don't attack for a while, like when you're waiting for Spellthief's Edge to build charges, 'tag' minions with an auto attack to keep up your rage in the proper, threatening, ready to go level. DON'T KILL THEM, THEY BELONG TO THE ADC. Tag the minions with the highest health.

Early Lane will be hard, but as you build power into your W, you will begin to realize how powerful you can truly become.

Wombo Combo

When you see an opening, an enemy's vulnerable, and has a really itchy trigger finger, it's time to go MEGA.

Initiate by bouncing off the minion line with Crunch. This will allow you to get in the action imediately, and the bounce slows the enemies to begin your combo.

GNAR! is up next, throw them back towards your adc to get them in range and possibly even take tower damage, if you're pushed back against the tower.

The enemy is slow! Quick, use Wallop! The stun will freeze them just as your ADC comes in range and starts laying on the hurt.

While they do, spam Boulder Toss as fast as you can, on the same enemy, or on a threat coming in from the side. It will slow the enemy after the stun wears off, or slow down that other threat and give your ADC time to burn.

Pound away with auto attacks two or three times, then retreat. If they aren't dead by then, staying will likely only let them counter your trade. This is a hard combo to master, but boy does it kill things dead.

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